Sandustry Production Ratio Helper
Reference tables to balance dig rate, wet sand, shakers, water, and slag processing.
Sandustry factories fail quietly: shakers idle while you dig, mixers run dry, or slag buries conveyors. This production ratio helper is a fan wiki reference — not a separate app — with tables you consult while planning expansions. Numbers assume vanilla demo/Early Access physics and community-reported ~20–25% gold proc per shaker pass on Wet Sand. Patch rebalance? Check Demo Patches and refresh mental models.
Core conversion chain
Sand + Water → Wet Sand → Shakers → Gold + Slag
Slag + Burn → Burnt Slag → Kinetic Slag Press → Bonus Gold
Full loop: How to Play, Slag Processing.
Baseline ratios (starter factory)
These starting points keep one diagonal shaker row fed in typical demo terrain:
| Stage | Rule of thumb | Notes |
|---|---|---|
| Sand mining | 1 worker-minutes of dig ≈ 1 mixer cycle buffer | Stockpile sand near mixer before scaling shakers |
| Water supply | 1 active mixer needs steady water tile or pipe drip | Starvation zeroes gold — Water Management |
| Mixers | 1 mixer feeds 1–2 shakers early | Add mixer before third shaker |
| Shakers | Each shaker needs continuous Wet Sand | Diagonal placement mandatory (How to Get Gold) |
| Gold yield | ~20–25% proc per pass | Variance is normal; average over time |
| Slag output | ~75–80% of wet sand mass becomes slag | Do not discard — press line recovers gold |
Scaling table (mid factory)
When Logistics 1 belts move materials for you (Automation Basics):
| Shaker rows (diagonal) | Mixers (approx.) | Water notes | Slag burn |
|---|---|---|---|
| 1 | 1 | Bucket or short pipe OK | Manual Flamethrower piles |
| 2 | 1–2 | Pipe recommended | Burn lane per row |
| 3 | 2 | Pump + vent consideration | Shared burn belt |
| 4+ | 2–3+ | Dedicated pipe spine | Burnt slag queue to press |
Add Filters when mixed streams appear (Buildings). Add Refining 2 press when burnt slag backlog exceeds one launcher cycle.
Slag and press ratios
| Step | Input | Output intent |
|---|---|---|
| Shaker | Wet Sand | Gold + Slag |
| Burn (Flamethrower/Lava) | Slag | Burnt Slag |
| Kinetic Slag Press | Burnt Slag | Bonus Gold |
Rule: Burn throughput ≥ slag production before buying a second press. One press starved of burnt slag is wasted Refining 2 gold — see Research Priority.
Conveyor throughput sanity checks
Conveyors are not infinite bandwidth in practice — clumps and launcher gaps matter:
- One conveyor lane comfortably feeds 1–2 shakers if sand is pre-wetted upstream.
- Launcher elevators need Shift skip spacing (Build Modes).
- Splitters / filters divide ratios — each branch needs downstream capacity or backup storage.
If belts look full but shakers starve, check mixer placement first, not belt length.
Worked example
Goal: Two diagonal shakers, automated sand and water.
- Mine Sand into a staging bin above mixers.
- Pipe Water to two mixers (or one fast mixer if your build supports it).
- Convey Wet Sand to two shakers on separate diagonals.
- Collect Slag on a merge belt to a Flamethrower burn pit.
- Convey Burnt Slag to one Kinetic Slag Press after Refining 2.
- Spend gold on Filters if sand contaminates slag lines.
If step 3 starves, add mixer or water before adding a third shaker.
When ratios lie
Manual digging variance — Early game ratios ignore walk time; unlock logistics when haul time dominates.
Ice / water loss — Frozen tiles or steam vents change effective water (Materials).
Mods — Custom maps (Custom Maps) may alter terrain throughput.
Patch rebalance — EA launch 2026-08-13 may tweak machine speeds; re-verify after major notes on EA Roadmap.
Tools to use together
- Research Checklist — Unlock order while scaling.
- Tier List — Priority when ratios show a bottleneck type.
- Getting Started — First layout before math.
FAQ-style ratio tips
Doubling shakers without doubling water → 0% marginal gold increase.
Press before burn lane → idle press, slag piles grow.
Flat shakers → gold stuck on grate; fix geometry before ratios.
Drones before ratios work → expensive babysitting — defer per Tools Priority.
Use this page as a spreadsheet substitute at the planning desk; validate in-game with a timer and one expansion at a time.
Frequently Asked Questions
Quick answers to the most common Sandustry questions.
How many mixers per shaker?
Early game: **1 mixer** feeds **1–2 shakers**. Add mixer capacity before adding a third shaker row.
What is the gold proc rate?
Community average **~20–25%** gold per Wet Sand pass through a diagonal shaker. Variance is normal.
When do I need more water pipes?
When mixers run dry while sand is available — usually before adding shaker rows 3+.
How much slag does one shaker produce?
Most remaining mass after gold extraction — plan burn lanes for **~75–80%** of input volume as slag.
Is this an in-game calculator mod?
No. This wiki page is a **reference table** you read while planning. No install required.
Do ratios change in Early Access?
Possibly after balance patches. Recheck [Demo Patches](/updates/demo-patches/) and update plans.